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Conversation went weird.


Solum
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So I was building my chapter and, when it came to a specific CHAR event between two guys, during the convo here's what i get :

788593Convobug.png

See the FarLeft Portrait is spoiled by the convo initiator's mapsprite with a strange palette + Transparence

It happens only when the portrait loads in. ( note that it only spoils the farleft one since the box size should cover the right hair of the 3rd mug)

[spoiler=FEditor Text at this moment :][OpenMidRight][MoveRight] ( Moving the 3rd mug for midright )

[OpenFarRight][LoadFace][0x07][0x01]

Hi back... Ombe right?[.][A]

If some of you have any idea!

Edited by Solum
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Sure it's not related to the map sprite? What are the dimensions of the map sprite? Also what are the events that you're using for that scene? Maybe this is a bit of a stretch but are you sure that you didn't accidentally overwrite FEditor data with the map sprite?

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The map sprite is currently located at a DX0000 freespace so. About the overwriting I think it's okay.

Its size is 16x32for the moving frames ( Moving frames are the ones showing up here)

Here's the character event :

CharacterEvent(0x0A,Talk1,Ombe,Salim)

Talk1:
MUS1 0x0041
Text(0x082E)
ENUN

//Stuff

ENDA

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Don't load 4 portraits simultaneously for event conversations, moving map sprites (which always appear for triggered events) are loaded at the same location in memory as the 4th portrait.

EDIT: You might be able to load 4 portraits if you load a BG during the conversation to hide the moving sprite, I haven't tested this idea though.

Edited by SquareRootOfPi
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Yeah I figured out it might be the reason. But I was finding it a little strange. No 4th portrait then. I'll try with a BG as you said, since a 4 person conversation deserves a proper environment.

Thank you very much =)

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